[Mesa-dev] OpenGL to DirectX with Mesa3D
Anonimo Veneziano
anoven at hotmail.co.uk
Mon Aug 29 07:24:05 PDT 2011
Thanks all for your answers and suggestions!
I will have a try on the possible solutions/ways/components you all cited.
Otherwise I think I will have to wait ANGLE to grow up and cover more features. By the way, ANGLE is OpenGL ES -> DX not OpenGL, so I think I need also a OpenGL -> OpenGL ES translator. Right? Any idea/suggestion? does something like that exist?
Thanks again, regards
> Date: Mon, 29 Aug 2011 04:05:31 -0700
> From: jfonseca at vmware.com
> To: anoven at hotmail.co.uk
> CC: mesa-dev at lists.freedesktop.org; idr at freedesktop.org
> Subject: Re: [Mesa-dev] OpenGL to DirectX with Mesa3D
>
>
>
> ----- Original Message -----
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> >
> > On 08/25/2011 10:55 AM, Anonimo Veneziano wrote:
> > > Hi all
> > > I am a programmer but not very skilled in 3D graphics (so pardon me
> > > if I
> > > write something wrong).
> > > I need to build my own opengl32.dll to redirect my OpenGL
> > > application
> > > calls to DirectX (better if 10 or 11, but 9 could be ok too)
> > > TitaniumGL and 3DAnalyzer dont work for my case (already tested,
> > > application crashes).
> > > 1. Do you know if some other OpenGL->DirectX converter exist that I
> > > could use?
> > >
> > > I am trying to use Mesa3D v7.10.3, and in particular I found
> > > GLDirect
> > > very interesting, but I am not able to get it compiled with dx9. I
> > > see
> > > it has been changed since GLDirect 5.0.2 old released version (that
> > > is
> > > of no use for me, it's opengl 1.1).
> > > So in Mesa v7.10.3 I tried to compile GLDirect and fixed some
> > > errors but
> > > at the moment I had some errors I cannot fix compiling
> > > "gld_primitive_dx9.c" and "gld_texture_dx9.c":
> > > for example in the first file the structures SWvertex (from
> > > swrast.h)
> > > and gl_context (from mtypes.h) seems different from those defined
> > > in Mesa,
> > > 2. Did someone compile GLDirect in Mesa 7.10.3? Can you help me to
> > > do it?
> > >
> > > 3. Could Gallium help me in some way? I am not sure to have
> > > understood
> > > well it...
> > >
> > > Many thanks in advance and sorry to have bothered you but I am in a
> > > hurry on a project and hope to get some solution!
> >
> > The GLDirect stuff is really, really dead. It hasn't been maintained
> > in
> > years, and it probably hasn't been able to compile in just about as
> > long. Moreover, as per discussions in another thread
> > (http://marc.info/?l=mesa3d-dev&m=131421311903781&w=2), this code is
> > literally minutes from being deleted.
>
> That's my understanding too. It only did basic (fixed function?) GL to DX7 or 8, so is both unmaintained and uterl useless for most nowawadays applications.
>
> > Since the internal Gallium interface is essentially a clone of the
> > DX10
> > interface, it should be trivial to make a Gallium DX10 driver. Note
> > that this is different from a DX10 state tracker (this is the
> > top-half
> > layer that makes a particular API available to applications).
> >
> > One of the Gallium guys should know more...
>
> Gallium is inspired in DX10 but it is a superset, so there's still the task of translating the superset bits that are not in DX10.
>
> There's also the svga pipe driver which follow DX9 semantics closely.
>
> Either way, although gallium code base could help kickstarting a GL -> DX converter, making a solid GL -> DX converter is a huge endeaveour, even by an developer familiar with both set of APIs.
>
> I'd agree that an actively maintained project with that goal in mind, such as Angle, as a better bet.
>
> Jose
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